muddy/area/
muddy/bin/
muddy/bin/CVS/
muddy/clans/CVS/
muddy/classes/CVS/
muddy/corefiles/
muddy/corefiles/CVS/
muddy/doc/CVS/
muddy/doc/cvsup/
muddy/doc/cvsup/CVS/
muddy/doc/muddy/
muddy/doc/muddy/CVS/
muddy/doc/olc/CVS/
muddy/etc/
muddy/etc/CVS/
muddy/gods/
muddy/gods/CVS/
muddy/lang/CVS/
muddy/msgdb/
muddy/msgdb/CVS/
muddy/notes/
muddy/notes/CVS/
muddy/player/
muddy/races/CVS/
muddy/src/CVS/
muddy/src/comm/CVS/
muddy/src/compat/
muddy/src/compat/CVS/
muddy/src/compat/mkdep/
muddy/src/compat/mkdep/CVS/
muddy/src/compat/regex-win32/CVS/
muddy/src/db/CVS/
muddy/src/mudprogs/CVS/
muddy/src/olc/CVS/
muddy/tmp/CVS/
#AREADATA
Name Groups Helps~
VNUMs 0 0
Credits Diku~
Security 9
LevelRange 0 0
End

#HELPS
-1 WANDS STAVES SCROLLS~
Magical items require training to use properly.  If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it.  The
item skills are as follows:

scrolls		The reading of magical scrolls and books (see 'help recite')
staves		The use of staves and similar devices (see 'help brandish')
wands		The use of wands and similar items (see 'help zap') 
~
-1 WEAPON WEAPONS AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP BOW EXOTIC~
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at 
both his weapon and his opponent's.

The weapon skills consist of the following:

axe		the use of axes, ranging from hand to great (but not halberds)
dagger		the use of knives and daggers, and other stabbing weapons
flail		skill in ball-and-chain type weapons
mace		this skill includes clubs and hammers as well as maces
polearm		the use of pole weapons (except spears), including halberds
spear		this skill covers both spears and staves, but not polearms
sword		the warrior's standby, from rapier to claymore
whip		the use of whips, chains, and bullwhips
bow             the use of missile weapons           
exotic          the use of strange magical weapons
 
The exotic skill can neither be known nor practiced, and is dependent solely
upon level. 
~
-1 'SHIELD BLOCK'~
Shield block is the art of parrying attacks with a shield.  While those
who have not learned this skill are also crudely able to block attacks with
a shield, their attempts are no where near as effective as one who has. 

NOTE: Flexible whips and flails are able to swing around the edge of a
shield to strike the wearer.
~
-1 'BACKSTAB' 'DUAL BACKSTAB'~
Syntax: backstab <target>

A thief approaches an unwary victim from behind and attempt a viscious
stab to the unprotected back of his target.  This attack is capable of
inflicting a tremendous amount of damage, and will kill some opponents
instantly.  A skilled thief learns to land a second backstab before his
target can react to the first.  The second backstab is automatically
attempted once 'dual backstab' is practiced.  
 
The damage done on a backstab is based on the thief's skill with the weapon
he is wielding, his skill at backstab, and his current level, increasing in
power as his level increases.  This skill can only be attempted while using
some type of piercing weapon.
~
-1 BASH~
The bash skill is a warrior talent, a brute-force attack designed to knock
your foe to his knees.  Its success depends on many factors, including the
bash rating, your weight, and the size of your opponent, so bashing a dragon
is not generally a wise idea.
~
-1 BERSERK~
Only powerful warriors can master berserking, the ability to enter insane rage
in combat.  Its effects are not altogether unlike the frenzy spell -- a huge
surge of combat prowess, coupled with a disregard for personal safety.  
Berserking warriors are more resistant to the effects of magic.
~
-1 DIRT 'DIRT KICKING'~
Considered by some to be a cowardly skill, dirt kicking casts a blinding
spray of sand and grit into the eyes of an opponent.  Though it doesn't last
long, it provides a distinct edge in combat.  Dexterity helps in avoiding or
landing a dirt kick.  It is useful to note that one can not dirt kick while
flying, though one may have dirt kicked at them though they are flying. 

~
-1 DISARM~
Disarm is a somewhat showy and unreliable skill, designed to relieve your
opponent of his weapon.  The best possible chance of disarming occurs when
you are skilled with both your own and your opponent's weapon types. 

~
-1 DODGE~
In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'.  The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the 
target. The chance of dodging is also affected by the dexterity of the
attacker and the target.  Nearly all classes may learn dodging.
~
-1 'ENHANCED DAMAGE'~
Through practice and training a fighter learns where and how to strike
his opponent to inflict the greatest amount of damage.  This skill is
automatically checked every hit landed with a weapon, and stands a greater
chance of success the higher the learned percentage on the skill.  
~
-1 ENVENOM~
Syntax: envenom <object>

Envenom is a cowardly skill practiced only by thieves.  Using their
knowledge of debilitating and lethal poisons, a thief is able to poison
food, drink, or weapons with varying effects.  Poisoned Food or drink is
poisoned with a mild venom that usually weakens rather than kills the
victim.  A poisoned weapon, on the other hand, can inflict serious damage on
an opponent as the poison burns through his bloodstream.  The poison on
weapons tends to evaporate and is rendered powerless relatively quickly. 

~
-1 'HAND TO HAND'~
Hand to hand is a skill that all may learn.  This style of fighting
allows an adventurer to do decent damage even while disarmed with their bare
hands.  Clerics and warriors are reputed to be the most adept at using this
skill.  
~
-1 KICK~
Kick gives an adventurer an extra attack in combat.  This skill may be
used once each round.  
~
-1 PARRY~
If at first you fail to dodge, block it.  Parry is useful for deflecting
attacks, and is successful more often than dodge.  Parry requires a weapon
for full success, the hand-to-hand skill may also be used, but results in
reduced damage instead of no damage.  The best chance of parrying occurs
when the defender is skilled in both his own and his opponent's weapon
types.  Warriors and samurai stand a greater chance at parrying attacks than
other classes 
~
-1 RESCUE~
A friend in need is a friend indeed.  And when in combat, a warrior with
the rescue skill is just the friend you need.  Rescue allows you to intercede
in combat, protecting weaker characters from bodily harm. Hopefully the
favor will be returned.  Success in rescuing depends on the skill rating, as
well as a comparision of level, dexterity, and speed between the character and
the target. (note: you rescue a friend, not the monster)
~
-1 TRIP~
To successfully trip an opponent, one must have quick reflexes and good
timing.  This skill is very quick to execute and can be used once every
round.  You can not be tripped while flying, nor can you trip while you are
flying.  
~
-1 'SECOND ATTACK'~
Second attack gives an adventurer a chance at an additional attack in
combat per round.  2 attacks are never guaranteed every round, even with the
skill at 100%, however the chances are much greater.  All classes may learn
this skill, but magicusers have difficulty in mastering and using it. 

~
-1 'THIRD ATTACK'~
Training in third attack allows an adventurer a chance at a third attack
per round of combat.  Three attacks is not guaranteed, even having attained
perfection in this skill, the chances are simply increased.  
~
-1 'HIDE'~
Syntax: hide

A thief can attempt to hide in the shadows so that he will be unnoticed. 
Thieves originally learned this skill to help them stand unseen in the
shadows of a back alleyway, waiting for unwary victims to pass by.  Though
it was intended for use in the city, a thief is able to find shadows to hide
in, in many different locales, and is similar to the ranger camouflage
skill.  His hidden status is cancelled as soon as he moves.  
 
Note: A thief is never sure if he is fully hidden in the shadows. He always
THINKS that he is, but is never entirely sure.
 
     See also HELP CAMOUFLAGE
~
-1 'FAST HEALING'~
Fast healing improves hitpoint regeneration rates whether standing,
resting, or sleeping.  It is checked every tick for success or failure. 
Failure occurs more often with a lower % on the skill.  All classes may
learn this skill, but magicusers find it very difficult to master, due to
their low stamina and bookish lifestyles.  
~
-1 LORE~
Syntax: lore <object>

Lore is a general skill, consisting of knowledge of myths and legends
about items and artifacts.  Use of the lore skill gives a chance of
obtaining information on an object concerning its power and uses.  The
harder you practice lore, the more information you will be able to discover
about an item.  
~
-1 HAGGLE HAGGLING~
Haggling is an indispensable skill to the trader.  It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost.  Unfortunately, most merchants are 
already very skilled at haggling, so the untrainined adventurer had best 
guard his treasure closely.  Thieves are natural masters at haggling, 
although other classes may learn it as well.
~
-1 PEEK~
A thief is able to peek into the inventory of any mob or player to see
what they are carrying.  This has obvious applications for use in
conjunction with STEAL, and it automatic once practiced.  It is harder to
peek at more intelligent characters.  
~
-1 'PICK LOCK' PICK~
Syntax: pick <object>  {Ror{x pick <direction>

Lock picking is one of the prime skills a thief relies on to ply his
trade, as it allows him to gain access to many secured areas, and to unlock
vaults, chests, and safes.  Chances of success are improved with a higher
intelligence, and hampered by the difficulty of the lock.  Ninjas also learn
to pick locks, but never attain the expertise of a thief.  
~
-1 PERCEPTION~
With his keen eyesight, and a little practice, a thief can pick out
hidden exits.  This skill is automatically used once practiced, and all
closed doors will be seen with a * .  
~
-1 'MEDITATION'~
This skill is similar to fast healing, but relies on the concentration and
mantras to increase mana recovery when the character is sleeping or resting.
Thieves and warriors, with their troubled minds and violent attitudes, have
great difficulty learning to meditate effectively.
~
-1 STEAL~
Theft is the defining skill of the thief, and is only available to that class.
It allows items to be stolen from the inventory of monsters and characters,
and even from shops!  But beware, shop keepers gaurd their merchandise 
carefully.
~
-1 'DETECT GOOD'~
Syntax: cast 'detect good'

 This spell enables the caster to detect characters of good moral
standing, and he will see them surrounded by a ({YGolden Aura{x).  
~
-1 'DISPEL GOOD'~
Syntax: cast 'dispel good' <victim>
 
Dispel good brings forth evil energies that inflict horrific torment on 
the pure of heart.  Good-aligned characters use this dark magic at their
peril.
~
-1 'RECHARGE'~
Syntax: cast 'recharge' <item>

The recharge spell is used to restore energy to depleted wands and staves.
Fully exhausted items cannot be recharged, and the difficulty of the spell
is proportional to the number of charges used.  Magic items can only be
recharged one time successfully.
~
-1 'DEMONFIRE'~
Syntax: cast 'demonfire' <target>

Demonfire is a spell of blackest evil, and as such can only be used by those
who follow the paths of darkness.  It conjures forth demonic spirits to 
inflict terrible wounds on the enemies of the caster.
~
-1 'BLUEFIRE'~
Syntax: cast 'bluefire' <target>

Demonfire is a spell of neutral clerics, and as such can only be used by
those who has neutral alignment.  It conjures forth spirits of the
neutrals of earth to inflict terrible wounds on the enemies of the caster.
~
-1 'RAY OF TRUTH'~
Syntax: cast 'ray of truth' <target>

Ray of truth opens a portal to the planes of positive energy, bringing forth
a beam of light of sufficient purity to harm or or annihilate the servants
of evil.  It cannot harm the pure of heart, and will turn and strike 
casters who are tainted by evil.
~
-1 'PORTAL'~
Syntax: cast 'portal' <target>

The portal spell is similar to gate, but creates a lasting one-way portal
to the target creature, instead of transporting the caster.  Portals are
entered using 'enter' or 'go' command, as in 'go portal'.  Portals cannot
be made to certain destinations, nor used to escape from gate-proof rooms.
Portal requires a special source of power to be used, unfortunately the
secret of this material component has been lost...
~
-1 'NEXUS'~
Syntax: cast 'nexus' <target>

This spell is virtually identical to portal (see 'help portal'), with the
only difference being that while portal creates a one-way gate, a nexus 
spell makes a two-sided gate.  It also lasts longer than the lower-powered
portal spell.  Both spells require an additional power source, the secret
of which has been lost...
~
-1 'HEAT METAL'~
Syntax: cast 'heat metal' <target>

Heat metal is a powerful clerical attack spell, with effects that vary 
according to the armor of the victim.  It heats up the metal equipment
(assumed to be all weapons and armor at this point in time) on the target,
causing him or her to drop them if possible, taking serious burns in the
process (possibly fatal if the equipment is too heavy to remove easily).
This spell does no damage to creatures who are immune to fire.
~
-1 'HOLY WORD'~
Syntax: cast 'holy word'

Holy word involves the invocation of the full power of a cleric's god, with
disasterous effects upon the enemies of the priest coupled with powerful
blessings on the priest's allies.  All creatures of like alignment in the
room are blessed and filled with righteous divine wrath, while those of
opposite morals (or both good and evil in the case of neutral priests)
are struck down by holy (or unholy might) and cursed.  The cleric suffers
greatly from the strain of this spell, being left unable to move and 
drained of vitality.  Experience loss is no longer associated with the spell.
~
-1 FRENZY~
Syntax: cast 'frenzy' <target>

The frenzy spell fills the target with righteous fury, greatly increasing
his or her attack skill and damaging capacity.  Unfortunately, this divine
wrath is coupled with a tendency to ignore threats to personal safety, 
making the character easier to hit.  Frenzy provides immunity to the calm
spell (see 'help calm'), and may only be used on those of the caster's 
alignment.
~
-1 'CALM'~
Syntax: cast 'calm'

One of the most useful and often overlooked spells a master cleric
possesses is the calm spell, which can put an end to all violence in a room.
Calmed creatures will not attack of their own volition, and are at a
disadvantage in combat as long as the spell soothes their minds.  Either it
fails or succeeds, ending all combat in the room.  
~
-1 HASTE~
Syntax: cast 'haste' <target>

The haste spell increases the speed and agility of the recipient, allowing
an extra attack (or even a backstab) in combat, and improving evasive
abilities in combat.  However, it produces a great strain on the system,
such that recuperative abilities are halved.  Haste is capable of negating
the slow spell. (see 'help slow').
~
-1 SLOW~
Syntax: cast 'slow' <target>

Despite popular mythology, slow is not the opposite of haste, but is a spell
with it's own unique set of effects.  When cast on an unfortunate victim,
it slows its movements, making it easier to hit and reducing its rate
of attack.  The effect of slow also double movement costs and halve healing
rates, due to reduced metabolism.
~
-1 PLAGUE~
Syntax: cast 'plague' <target>

The plague spell infests the target with a magical disease of great virulence,
sapping its strength and causing horrific suffering, and generally leading to
death.  It is a risky spell to use, as the contagion can spread like
wildfire if the victim makes it to a populated area.
~
-1 'CREATE ROSE'~
Syntax: cast 'create rose'

A romantic spell that creates a fragrant red rose, with utterly no game
use whatsoever.
~
60 'PROTECTION GOOD' 'PROTECTION EVIL'~
Syntax: cast 'protection evil' <target>
	cast 'protection good' <target>

The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.
~
0 'GIANT STRENGTH'~
Syntax: cast 'giant strength' <character>
 
This spell increases the strength of the target character.
~
-1 'CHAIN LIGHTNING'~
Syntax : cast 'chain lightning' <target>

Chain lightning is a deadly spell, producing a powerful bolt of lightning
that arcs from target to target in the room, until its force is fully
expended.  Allies of the caster may be hit by this spell if they are members 
of a clan, while the caster himself will not be struck unless no other
viable target remains.  Chain lightning is most effective when used on
groups of creatures.
~
60 FARSIGHT~
Syntax: cast 'farsight'
	cast 'farsight' <direction>

The farsight spell expands the caster's consciousness, allowing him or her
to see far away beings like they were in the same room.  It takes intense
concentration, often leaving the caster helpless for several minutes.
The spell may be used for a general scan that reaches a short distance in
all directions, or with a directional component to see creatures much
farther away.
~
-1 MASS HEALING~
Syntax: cast 'mass healing' 

The mass healing spell, as its name might suggest, performs a healing spell
on all players in the room.  It also throws in a refresh spell for good
measure.
~
-1 'FLOATING DISC'~
Syntax: cast 'floating disc'

This useful spell creates a floating field of force which follows the caser
around, allowing him or her to pile treasure high with no fear of weight
penalties.  It lasts no more than twice the casters level in hours, and
usually less.  It can hold 10 pounds per level of the caster, with a 
maximum of five pounds per item.  The spell requires an open float location
on the character, and the only way to remove the disc is to die or allow it
to run out of energy.
~
-1 FIREPROOF~
Syntax: cast 'fireproof' <object>

The fireproof spell creates a short-lived protective aura around an object,
to protect it from the harmful effects of acid and flame.  Items protected
by this spell are not harmed by acid, fire, or the heat metal spell.
Although inexpensive to use, the spell's short duration makes it impractical
for protecting large numbers of objects.
~
-1 ALIAS UNALIAS~
Syntax: alias
	alias <word>
	alias <word> <substitution>
	unalias <word>

The alias command allows limited shortening of command names.  At this time,
aliases cannot call other aliases, and cannot generate more than one command.
Alias by itself lists your current aliases, Alias <word> lists the alias with 
that name (if such exist), and alias with both a word and and argument 
produces a new alias.  You cannot alias either alias or unalias to a new
command.  Examples of use:

alias gc get all corpse --> typing gc will equal typing 'get all corpse'
alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc'

Only the first word on the line will be subsituted at this time.
~
-1 'BARKSKIN' 'BARK SKIN'~
Syntax: cast 'bark skin'

It is said that the ancient druids were capable of transforming their
bodies into giant oak trees, sending their roots deep into the healing soil
of the earth.  A great ranger in ages long past was granted the secret to a
minor enchantment of similar nature, whereby he was able to harden his flesh
into a protective barklike armor.  

This secret has been passed on, and rangers now are capable of learning it.
As a ranger grows in power, the protective strength of his barkskin grows.
~
-1 'IMPROVED MALADICTION'~
This unholy technique was developed by the Shilobazuth Mal'eus, a council
of necromancers rumoured to exist somewhere in the bowels of the Underdark. 
Combining the raw energy of the Negative Plane with the necromancer's
intense hatred for life, any maladictive spells he casts are focused and
greatly intensified in power.  Anti-paladins have also learned the secret of
this skill, which is automatic once learned.  
~
-1 $~

#$